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Looks like players after the first *do* get their ballista commanders and ballista towers, but the commander spawns as a unit rather than a leader.
I was able to fix it myself by opening the .c5m and changing the first playerevent. On the newunits line, add c* before Ballista Commander, then remove the promote line. It should look like this:
playerevent
-minturnnbr 1
+turnnbr 0
-hascom -2 "Ballista Commander"
newunits -2 "c*Ballista Commander"
endevent
Haven't tested it thoroughly, but from what I can tell it's got the mod working as it did before the patch.
Every player become no balista and no commander.
I play this game only with your mod and when you put in the commanders all was ok in teamplay.
My ally Ai become the same as all other Ai.
But after two or three updates from illwinter something have changed.
But you are right , now i play with common cause on , thx.
I start with 2 balistas and 2 commanders.
My teammember AI get nothing , no balista and no commander.
The other AI all ok.
That is just what the game shows whenever a mod uses events, and this mod uses events to be compatible with all custom classes.
your guess is as good as mine as to why that played out that way. I know mp is being tested right now, so I can't guarantee this mod working properly with it. I also don't have a good means to test mp either.
@zelos
You may be right about it not needing to be there but it's not hurting anything from what I can tell. So I've added it on the off chance it improves turn timers for some people. Anecdotally it's improved mine, but idk my computer might be whack or it's just a confirmation bias type thing based on lucky turn timers.
In my testing, it only ever spawned them once using just +turnnbr. I think it requires the turn number to be exactly that number in order to fire the event, I.E., you set it to 0, it will only ever fire on 0. As far as I can tell, anyway, that's how it works.
Unless I misunderstand the turn system entirely, which very well could be the case.
The -minturnnbr 1 theoretically sets a limit to when the event can fire. If anything I noticed that it helped improve turn times. Anecdotal for sure, since the only measure is spamming end turn, but hey.
Also I think it prevents the very obscure chance of a player recapturing a lost capital (where the ballista turrets died) and having a fresh set of turrets spawn since none were alive.
Also, as far as I can tell, the "-minturnnbr 1" line in your event is unnecessary? Might have had something to do with the slow custom events thing.
I'll try and keep up with updates on the mod manual to see if there's anything else I can do with event triggers.
Also, I'm not sure how many people are actually using this mod with modded classes so that also makes the decision difficult. Turn times are slightly faster when not using the playerevent line.
I'll look into seeing if it's possible to change, but I've been playing a while with it, and the turns still complete quickly so I don't see it as a huge problem.
Put a commander on your capital (or you know, give the stationary commander that you start with some units to lead so that his sprite shows instead).
I changed how the mod works so now it applies to modded classes.
Also, I'll work on making the Ballista Tower slightly smaller so it doesn't clip on large fonts.